/* ScummVM - Scumm Interpreter * Copyright (C) 2004 The ScummVM project * * The ReInherit Engine is (C)2000-2003 by Daniel Balsom. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "saga/saga.h" #include "saga/gfx.h" #include "saga/game_mod.h" #include "saga/console.h" #include "saga/rscfile_mod.h" #include "saga/script.h" #include "saga/sndres.h" #include "saga/sprite.h" #include "saga/font.h" #include "saga/text.h" #include "saga/sound.h" #include "saga/scene.h" #include "saga/actionmap.h" #include "saga/actor.h" #include "saga/actordata.h" #include "saga/stream.h" #include "saga/interface.h" #include "common/config-manager.h" namespace Saga { static int actorCompare(const ActorDataPointer& actor1, const ActorDataPointer& actor2) { if (actor1->actorY == actor2->actorY) { return 0; } else if (actor1->actorY < actor2->actorY) { return -1; } else { return 1; } } ACTIONTIMES ActionTDeltas[] = { { ACTION_IDLE, 80 }, { ACTION_WALK, 80 }, { ACTION_SPEAK, 200 } }; Actor::Actor(SagaEngine *vm) : _vm(vm) { int i; ActorData *actor; debug(9, "Actor::Actor()"); // Get actor resource file context _actorContext = GAME_GetFileContext(GAME_RESOURCEFILE, 0); if (_actorContext == NULL) { error("Actor::Actor(): Couldn't load actor module resource context."); } for (i = 0; i < ACTORCOUNT; i++) { actor = &_actors[i]; actor->actorId = ACTOR_INDEX_TO_ID(i); actor->index = i; debug(9, "init actorId=0x%X index=0x%X", actor->actorId, actor->index); actor->nameIndex = ActorTable[i].nameIndex; actor->spriteListResourceId = ActorTable[i].spriteListResourceId; actor->frameListResourceId = ActorTable[i].frameListResourceId; actor->speechColor = ActorTable[i].speechColor; actor->sceneNumber = ActorTable[i].sceneIndex; actor->flags = ActorTable[i].flags; actor->orient = ACTOR_DEFAULT_ORIENT; actor->def_action = 0; actor->def_action_flags = 0; actor->action = 0; actor->action_flags = 0; actor->action_time = 0; actor->action_frame = 0; actor->disabled = !loadActorResources(actor); if (actor->disabled) { warning("Disabling actorId=0x%X index=0x%X", actor->actorId, actor->index); } } } Actor::~Actor() { int i; ActorData *actor; debug(9, "Actor::~Actor()"); //release resources for (i = 0; i < ACTORCOUNT; i++) { actor = &_actors[i]; free(actor->frames); _vm->_sprite->freeSprite(actor->spriteList); } } bool Actor::loadActorResources(ActorData * actor) { byte *resourcePointer; size_t resourceLength; int framesCount; ActorFrame *framesPointer; int lastFrame; int i, orient; int result; debug(9, "Loading frame resource id 0x%X", actor->frameListResourceId); result = RSC_LoadResource(_actorContext, actor->frameListResourceId, &resourcePointer, &resourceLength); if (result != SUCCESS) { warning("Couldn't load sprite action index resource"); return false; } framesCount = resourceLength / 16; debug(9, "Frame resource contains %d frames", framesCount); framesPointer = (ActorFrame *)malloc(sizeof(ActorFrame) * framesCount); if (framesPointer == NULL) { error("Couldn't allocate memory for sprite frames"); } MemoryReadStreamEndian readS(resourcePointer, resourceLength, IS_BIG_ENDIAN); lastFrame = 0; for (i = 0; i < framesCount; i++) { for (orient = 0; orient < ACTOR_ORIENTATION_COUNT; orient++) { // Load all four orientations framesPointer[i].dir[orient].frameIndex = readS.readUint16(); framesPointer[i].dir[orient].frameCount = readS.readUint16(); if (framesPointer[i].dir[orient].frameIndex > lastFrame) { lastFrame = framesPointer[i].dir[orient].frameIndex; } } } RSC_FreeResource(resourcePointer); actor->frames = framesPointer; actor->framesCount = framesCount; debug(9, "Loading sprite resource id 0x%X", actor->spriteListResourceId); if (_vm->_sprite->loadList(actor->spriteListResourceId, &actor->spriteList) != SUCCESS) { warning("Unable to load sprite list"); return false; } i = _vm->_sprite->getListLen(actor->spriteList); if ( (lastFrame >= i)) { debug(9, "Appending to sprite list 0x%X", actor->spriteListResourceId); if (_vm->_sprite->appendList(actor->spriteListResourceId + 1, actor->spriteList) != SUCCESS) { warning("Unable append sprite list"); return false; } } return true; } ActorData *Actor::getActor(uint16 actorId) { ActorData *actor; if (!IS_VALID_ACTOR_ID(actorId)) error("Actor::getActor Wrong actorId 0x%X", actorId); actor = &_actors[ACTOR_ID_TO_INDEX(actorId)]; if (actor->disabled) error("Actor::getActor disabled actorId 0x%X", actorId); return actor; } void Actor::updateActorsScene() { int i; ActorData *actor; for (i = 0; i < ACTORCOUNT; i++) { actor = &_actors[i]; if (actor->flags & (kProtagonist | kFollower)) { actor->sceneNumber = _vm->_scene->currentSceneNumber(); } } } void Actor::handleSpeech(int msec) { int stringLength; int sampleLength; bool removeFirst; int i; int talkspeed; ActorData *actor; if (!isSpeaking()) return; stringLength = strlen(_activeSpeech.strings[0]); if (stringLength == 0) error("Empty strings not allowed"); if (_vm->_script->_skipSpeeches) { _activeSpeech.stringsCount = 0; _vm->_sound->stopVoice(); _vm->_script->wakeUpThreads(kWaitTypeSpeech); return; } if (!_activeSpeech.playing) { // just added talkspeed = ConfMan.getInt("talkspeed"); if (_activeSpeech.speechFlags & kSpeakSlow) { if (_activeSpeech.slowModeCharIndex >= stringLength) error("Wrong string index"); debug(0 , "Slow string!"); _activeSpeech.playingTime = 10 * talkspeed; // 10 - fix it } else { sampleLength = _vm->_sndRes->getVoiceLength(_activeSpeech.sampleResourceId); //fixme - too fast if (sampleLength < 0) { _activeSpeech.playingTime = stringLength * talkspeed; } else { _activeSpeech.playingTime = sampleLength; } } if (_activeSpeech.sampleResourceId != -1) _vm->_sndRes->playVoice(_activeSpeech.sampleResourceId); if (_activeSpeech.actorIds[0] != 0) { actor = getActor(_activeSpeech.actorIds[0]); if (!(_activeSpeech.speechFlags & kSpeakNoAnimate)) { actor->currentAction = kActionSpeak; //a->actionCycle = rand() % 64; todo } } _activeSpeech.playing = true; return; } _activeSpeech.playingTime -= msec; removeFirst = false; if (_activeSpeech.playingTime <= 0) { if (_activeSpeech.speechFlags & kSpeakSlow) { _activeSpeech.slowModeCharIndex++; if (_activeSpeech.slowModeCharIndex >= stringLength) removeFirst = true; } else { removeFirst = true; } } if (removeFirst) { for (i = 1; i < _activeSpeech.stringsCount; i++) { _activeSpeech.strings[i - 1] = _activeSpeech.strings[i]; } _activeSpeech.stringsCount--; } if (!isSpeaking()) _vm->_script->wakeUpThreadsDelayed(kWaitTypeSpeech, ticksToMSec(kScriptTimeTicksPerSecond / 3)); } int Actor::direct(int msec) { int i; ActorData *actor; ActorIntentList::iterator actorIntentIterator; ACTORINTENT *a_intent; int o_idx; int action_tdelta; // Walk down the actor list and direct each actor for (i = 0; i < ACTORCOUNT; i++) { actor = &_actors[i]; if (actor->disabled) continue; // Process the actor intent list actorIntentIterator = actor->a_intentlist.begin(); if (actorIntentIterator != actor->a_intentlist.end()) { a_intent = actorIntentIterator.operator->(); switch (a_intent->a_itype) { case INTENT_NONE: // Actor doesn't really feel like doing anything at all break; case INTENT_PATH: // Actor intends to go somewhere. Well good for him { handleWalkIntent(actor, &a_intent->walkIntent, &a_intent->a_idone, msec); } break; default: break; } // If this actor intent was flagged as completed, remove it. if (a_intent->a_idone) { actor->a_intentlist.erase(actorIntentIterator); actor->action = actor->def_action; actor->action_flags = actor->def_action_flags; actor->action_frame = 0; actor->action_time = 0; } } else { // Actor has no intent, idle? } // Process actor actions actor->action_time += msec; if (actor->action >= ACTION_COUNT) { action_tdelta = ACTOR_ACTIONTIME; } else { action_tdelta = ActionTDeltas[actor->action].time; } if (actor->action_time >= action_tdelta) { actor->action_time -= action_tdelta; actor->action_frame++; o_idx = ActorOrientationLUT[actor->orient]; if (actor->frames[actor->action].dir[o_idx].frameCount <= actor->action_frame) { if (actor->action_flags & ACTION_LOOP) { actor->action_frame = 0; } else { actor->action_frame--; } } } } //process speech handleSpeech(msec); return SUCCESS; } void Actor::createDrawOrderList() { int i; int beginSlope, endSlope, middle; ActorData *actor; _drawOrderList.clear(); for (i = 0; i < ACTORCOUNT; i++) { actor = &_actors[i]; if (actor->disabled) continue; if (actor->sceneNumber != _vm->_scene->currentSceneNumber()) continue; _drawOrderList.pushBack(actor, actorCompare); middle = ITE_STATUS_Y - actor->actorY / ACTOR_LMULT, _vm->_scene->getSlopes(beginSlope, endSlope); actor->screenDepth = (14 * middle) / endSlope + 1; if (middle <= beginSlope) { actor->screenScale = 256; } else { if (middle >= endSlope) { actor->screenScale = 1; } else { middle -= beginSlope; endSlope -= beginSlope; actor->screenScale = 256 - (middle * 256) / endSlope; } } actor->screenPosition.x = (actor->actorX / ACTOR_LMULT); actor->screenPosition.y = (actor->actorY / ACTOR_LMULT) - actor->actorZ; } } int Actor::drawActors() { ActorOrderList::iterator actorDrawOrderIterator; ActorData *actor; int o_idx; //Orientation index int sprite_num; SURFACE *back_buf; back_buf = _vm->_gfx->getBackBuffer(); createDrawOrderList(); for (actorDrawOrderIterator = _drawOrderList.begin(); actorDrawOrderIterator != _drawOrderList.end(); ++actorDrawOrderIterator) { actor = actorDrawOrderIterator.operator*(); if (actor->framesCount == 0) { warning("actor->framesCount == 0 actorId 0x%X", actor->actorId); continue; } o_idx = ActorOrientationLUT[actor->orient]; sprite_num = actor->frames[actor->action].dir[o_idx].frameIndex; sprite_num += actor->action_frame; if (actor->spriteList->sprite_count <= sprite_num) { warning("(actor->spriteList->sprite_count <= sprite_num) actorId 0x%X", actor->actorId); continue; } _vm->_sprite->drawOccluded(back_buf, actor->spriteList, sprite_num, actor->screenPosition, actor->screenScale, actor->screenDepth); } // draw speeches if (isSpeaking() && !_vm->_script->_skipSpeeches) { int i; int textDrawFlags, speechColor; Point speechCoord; char oneChar[2]; oneChar[1] = 0; const char *outputString; if (_activeSpeech.speechFlags & kSpeakSlow) { outputString = oneChar; oneChar[0] = _activeSpeech.strings[0][_activeSpeech.slowModeCharIndex]; } else { outputString = _activeSpeech.strings[0]; } textDrawFlags = FONT_CENTERED; if (_activeSpeech.outlineColor != 0) { textDrawFlags |= FONT_OUTLINE; } if (_activeSpeech.actorIds[0] != 0) { for (i = 0; i < _activeSpeech.actorsCount; i++){ actor = getActor(_activeSpeech.actorIds[i]); speechCoord.x = actor->screenPosition.x; speechCoord.y = actor->screenPosition.y; speechCoord.y -= ACTOR_DIALOGUE_HEIGHT; if (_activeSpeech.actorsCount > 1) speechColor = actor->speechColor; else speechColor = _activeSpeech.speechColor; _vm->textDraw(MEDIUM_FONT_ID, back_buf, outputString, speechCoord.x, speechCoord.y, speechColor, _activeSpeech.outlineColor, textDrawFlags); } } else { // non actors speech warning("non actors speech occures"); //todo: write it } } return SUCCESS; } void Actor::setOrientation(uint16 actorId, int orient) { ActorData *actor; actor = getActor(actorId); if ((orient < 0) || (orient > 7)) { error("Actor::setOrientation wrong orientation 0x%X", orient); } actor->orient = orient; } void Actor::setAction(uint16 actorId, int action_n, uint16 action_flags) { ActorData *actor; actor = getActor(actorId); if ((action_n < 0) || (action_n >= actor->framesCount)) { error("Actor::setAction wrong action_n 0x%X", action_n); } actor->action = action_n; actor->action_flags = action_flags; actor->action_frame = 0; actor->action_time = 0; } void Actor::setDefaultAction(uint16 actorId, int action_n, uint16 action_flags) { ActorData *actor; actor = getActor(actorId); if ((action_n < 0) || (action_n >= actor->framesCount)) { error("Actor::setDefaultAction wrong action_n 0x%X", action_n); } actor->def_action = action_n; actor->def_action_flags = action_flags; } void Actor::walkTo(uint16 actorId, const Point *walk_pt, uint16 flags, SEMAPHORE *sem) { ACTORINTENT actor_intent; ActorData *actor; assert(walk_pt != NULL); actor = getActor(actorId); actor_intent.a_itype = INTENT_PATH; actor_intent.a_iflags = 0; actor_intent.walkIntent.wi_flags = flags; actor_intent.walkIntent.sem_held = 1; actor_intent.walkIntent.sem = sem; // handleWalkIntent() will create path on initialization actor_intent.walkIntent.wi_init = 0; actor_intent.walkIntent.dst_pt = *walk_pt; actor->a_intentlist.push_back(actor_intent); int is = actor->a_intentlist.size(); debug(9, "actor->a_intentlist.size() %i", is); if (sem != NULL) { _vm->_script->SThreadHoldSem(sem); } } int Actor::setPathNode(WALKINTENT *walk_int, const Point &src_pt, Point *dst_pt, SEMAPHORE *sem) { WALKNODE new_node; walk_int->wi_active = 1; walk_int->org = src_pt; assert((walk_int != NULL) && (dst_pt != NULL)); new_node.node_pt = *dst_pt; new_node.calc_flag = 0; walk_int->nodelist.push_back(new_node); return SUCCESS; } int Actor::handleWalkIntent(ActorData *actor, WALKINTENT *a_walkint, int *complete_p, int delta_time) { WalkNodeList::iterator walkNodeIterator; WalkNodeList::iterator nextWalkNodeIterator; WALKNODE *node_p; int dx; int dy; double path_a; double path_b; double path_slope; double path_x; double path_y; int path_time; double new_a_x; double new_a_y; int actor_x; int actor_y; char buf[100]; // Initialize walk intent if (!a_walkint->wi_init) { setPathNode(a_walkint, Point(actor->actorX,actor->actorY), &a_walkint->dst_pt, a_walkint->sem); setDefaultAction(actor->actorId, ACTION_IDLE, ACTION_NONE); a_walkint->wi_init = 1; } assert(a_walkint->wi_active); walkNodeIterator = a_walkint->nodelist.begin(); nextWalkNodeIterator = walkNodeIterator; node_p = walkNodeIterator.operator->(); if (node_p->calc_flag == 0) { debug(2, "Calculating new path vector to point (%d, %d)", node_p->node_pt.x, node_p->node_pt.y); dx = a_walkint->org.x - node_p->node_pt.x; dy = a_walkint->org.y - node_p->node_pt.y; if (dx == 0) { debug(0, "Vertical paths not implemented."); a_walkint->nodelist.erase(walkNodeIterator); a_walkint->wi_active = 0; // Release path semaphore if ((a_walkint->sem != NULL) && a_walkint->sem_held) { _vm->_script->SThreadReleaseSem(a_walkint->sem); } *complete_p = 1; return FAILURE; } a_walkint->slope = (float)dy / dx; if (dx > 0) { a_walkint->x_dir = -1; if (!(a_walkint->wi_flags & WALK_NOREORIENT)) { if (a_walkint->slope > 1.0) { actor->orient = ORIENT_N; } else if (a_walkint->slope < -1.0) { actor->orient = ORIENT_S; } else { actor->orient = ORIENT_W; } } } else { a_walkint->x_dir = 1; if (!(a_walkint->wi_flags & WALK_NOREORIENT)) { if (a_walkint->slope > 1.0) { actor->orient = ORIENT_S; } else if (a_walkint->slope < -1.0) { actor->orient = ORIENT_N; } else { actor->orient = ORIENT_E; } } } sprintf(buf, "%f", a_walkint->slope); debug(2, "Path slope: %s.", buf); actor->action = ACTION_WALK; actor->action_flags = ACTION_LOOP; a_walkint->time = 0; node_p->calc_flag = 1; } a_walkint->time += delta_time; path_time = a_walkint->time; path_a = ACTOR_BASE_SPEED * path_time; path_b = ACTOR_BASE_SPEED * path_time * ACTOR_BASE_ZMOD; path_slope = a_walkint->slope * a_walkint->x_dir; path_x = (path_a * path_b) / sqrt((path_a * path_a) * (path_slope * path_slope) + (path_b * path_b)); path_y = path_slope * path_x; path_x = path_x * a_walkint->x_dir; new_a_x = path_x + a_walkint->org.x; new_a_y = path_y + a_walkint->org.y; if (((a_walkint->x_dir == 1) && new_a_x >= node_p->node_pt.x) || ((a_walkint->x_dir != 1) && (new_a_x <= node_p->node_pt.x))) { Point endpoint; int exitNum; debug(2, "Path complete."); a_walkint->nodelist.erase(walkNodeIterator); a_walkint->wi_active = 0; // Release path semaphore if (a_walkint->sem != NULL) { _vm->_script->SThreadReleaseSem(a_walkint->sem); } actor->action_frame = 0; actor->action = ACTION_IDLE; endpoint.x = (int)new_a_x / ACTOR_LMULT; endpoint.y = (int)new_a_y / ACTOR_LMULT; if ((exitNum = _vm->_scene->_actionMap->hitTest(endpoint)) != -1) { if (actor->flags & kProtagonist) _vm->_scene->changeScene(_vm->_scene->_actionMap->getExitScene(exitNum)); } *complete_p = 1; return FAILURE; } actor_x = (int)new_a_x; actor_y = (int)new_a_y; actor->actorX = (int)new_a_x; actor->actorY = (int)new_a_y; return SUCCESS; } void Actor::move(uint16 actorId, const Point &movePoint) { ActorData *actor; actor = getActor(actorId); actor->actorX = movePoint.x; actor->actorY = movePoint.y; } void Actor::moveRelative(uint16 actorId, const Point &movePoint) { ActorData *actor; actor = getActor(actorId); actor->actorX += movePoint.x; actor->actorY += movePoint.y; } void Actor::StoA(Point &actorPoint, const Point &screenPoint) { actorPoint.x = (screenPoint.x * ACTOR_LMULT); actorPoint.y = (screenPoint.y * ACTOR_LMULT); } void Actor::actorSpeech(uint16 actorId, const char **strings, int stringsCount, uint16 sampleResourceId, int speechFlags) { ActorData *actor; int i; actor = getActor(actorId); for (i = 0; i < stringsCount; i++) { _activeSpeech.strings[i] = strings[i]; } _activeSpeech.stringsCount = stringsCount; _activeSpeech.speechFlags = speechFlags; _activeSpeech.actorsCount = 1; _activeSpeech.actorIds[0] = actorId; _activeSpeech.speechColor = actor->speechColor; _activeSpeech.outlineColor = 15; // fixme - BLACK _activeSpeech.sampleResourceId = sampleResourceId; _activeSpeech.playing = false; _activeSpeech.slowModeCharIndex = 0; } void Actor::nonActorSpeech(const char **strings, int stringsCount, int speechFlags) { int i; _vm->_script->wakeUpThreads(kWaitTypeSpeech); for (i = 0; i < stringsCount; i++) { _activeSpeech.strings[i] = strings[i]; } _activeSpeech.stringsCount = stringsCount; _activeSpeech.speechFlags = speechFlags; _activeSpeech.actorsCount = 1; _activeSpeech.actorIds[0] = 0; //_activeSpeech.speechColor = ; //_activeSpeech.outlineColor = ; _activeSpeech.sampleResourceId = -1; _activeSpeech.playing = false; _activeSpeech.slowModeCharIndex = 0; } void Actor::simulSpeech(const char *string, uint16 *actorIds, int actorIdsCount, int speechFlags) { int i; for (i = 0; i < actorIdsCount; i++) { _activeSpeech.actorIds[i] = actorIds[i]; } _activeSpeech.strings[0] = string; _activeSpeech.stringsCount = 1; _activeSpeech.speechFlags = speechFlags; //_activeSpeech.speechColor = ; // get's from every actor _activeSpeech.outlineColor = 0; // disable outline _activeSpeech.sampleResourceId = -1; _activeSpeech.playing = false; _activeSpeech.slowModeCharIndex = 0; // caller should call thread->wait(kWaitTypeSpeech) by itself } void Actor::abortAllSpeeches() { if (_vm->_script->_abortEnabled) _vm->_script->_skipSpeeches = true; for (int i = 0; i < 10; i++) _vm->_script->executeThreads(0); } void Actor::abortSpeech() { _vm->_sound->stopVoice(); _activeSpeech.playingTime = 0; } // Console wrappers - must be safe to run // TODO - checkup ALL arguments, cause wrong arguments may fall function with "error" void Actor::CF_actor_move(int argc, const char **argv) { uint16 actorId = (uint16) atoi(argv[1]); Point movePoint; movePoint.x = atoi(argv[2]); movePoint.y = atoi(argv[3]); if (!IS_VALID_ACTOR_ID(actorId)) { _vm->_console->DebugPrintf("Actor::CF_actor_move Invalid actorId 0x%X.\n", actorId); return; } move(actorId, movePoint); } void Actor::CF_actor_moverel(int argc, const char **argv) { uint16 actorId = (uint16) atoi(argv[1]); Point movePoint; movePoint.x = atoi(argv[2]); movePoint.y = atoi(argv[3]); if (!IS_VALID_ACTOR_ID(actorId)) { _vm->_console->DebugPrintf("Actor::CF_actor_moverel Invalid actorId 0x%X.\n", actorId); return; } moveRelative(actorId, movePoint); } void Actor::CF_actor_seto(int argc, const char **argv) { uint16 actorId = (uint16) atoi(argv[1]); int orient; orient = atoi(argv[2]); //TODO orient check if (!IS_VALID_ACTOR_ID(actorId)) { _vm->_console->DebugPrintf("Actor::CF_actor_seto Invalid actorId 0x%X.\n",actorId); return; } setOrientation(actorId, orient); } void Actor::CF_actor_setact(int argc, const char **argv) { uint16 actorId = (uint16) atoi(argv[1]); int action_n = 0; action_n = atoi(argv[2]); if (!IS_VALID_ACTOR_ID(actorId)) { _vm->_console->DebugPrintf("Actor::CF_actor_setact Invalid actorId 0x%X.\n",actorId); return; } //TODO action_n check /* if ((action_n < 0) || (action_n >= actor->action_ct)) { _vm->_console->DebugPrintf("Invalid action number.\n"); return; } _vm->_console->DebugPrintf("Action frame counts: %d %d %d %d.\n", actor->act_tbl[action_n].dir[0].frame_count, actor->act_tbl[action_n].dir[1].frame_count, actor->act_tbl[action_n].dir[2].frame_count, actor->act_tbl[action_n].dir[3].frame_count); */ setAction(actorId, action_n, ACTION_LOOP); } } // End of namespace Saga